Integrating Augmented Reality (AR) In EFL Class For Teaching Vocabulary

Authors

  • Irma Savitri Sadikin Universitas Esa Unggul
  • Erista Martyani SDN Kertamulya Padalarang

DOI:

https://doi.org/10.22460/project.v3i2.p161-167

Abstract

In the industrial era 4.0, the use of technology in the learning process is an important element. Teachers need to be more technologically in their teaching process since the use of technology has become a lifestyle. Augmented Reality (AR) is an interactive experience of a real-world environment which is considered effective as good medium in learning especially in English vocabulary. This article aims to explore the use of AR for young learners by comparing it with conventional paper flashcards. This method used quantitative research or more specifically quasi-experimental design at the second grade of Primary school in Padalarang. The data of the research was obtained from pre-test and post-test and it was analyzed by using SPSS 22 for windows. The results showed that both AR and conventional flashcard could significantly improve young learners’ vocabulary. However, the mean score of posttest in experimental class was 74.83 and 62.5 for control class. The data analysis revealed that the null hypothesis was rejected. In other word, the posttest score of experimental class was higher than control class. In summary, learning English vocabulary through augmented reality (AR) could improve students’ vocabulary mastery. It made young learners more engaged and excited to learn English vocabulary.

References

Apsari, Y. (2012). Teaching English vocabulary through songs. Universitas Pendidikan

Indonesia.

Arikunto.S. (2014). Prosedur Penelitian Suatu Pendekatan Praktik. Jakarta: Rineka Cipta.

Barcelon, B. (2010). the-life-of-generation-z. Retrieved 09 2018, from teenlife.blogs.pressdemocrat.com: http://teenlife.blogs.pressdemocrat.com/10220/the-life-of-generation-z/

Bedder, P. (2012). LANGUAGE LEARNING VIA AN ANDROID AUGMENTED REALITY SYSTEM. Blekinge Institute of Technology, Computer Science. Sweden: Thesis No: MCS-2012:20.

Brown, H. (2001). Language Assesment. Principal An Interactive Approach to Language Pedagogy. San Fransisco: Long Man.

Chen, R. W and Chan, K.K. (2019). Using Augmented Reality Flashcards to Learn Vocabulary in Early Childhood Education. Journal of Educational Computing Research 0(0) 1–20. Retrieved 18 January from: https://www.researchgate.net/profile/Kan_Kan_Chan/publication/334004116_Using_Augmented_Reality_Flashcards_to_Learn_Vocabulary_in_Early_Childhood_Education/links/5d7a6235299bf1ec8bd35716/Using-Augmented-Reality-Flashcards-to-Learn-Vocabulary-in-Early-Childhood-Education.pdf

Cresswell, J. W. (2012). Educational research : Planning , conducting and evaluating quantitative research. Boston: Person Education, Inc.

Diegmann, Phil & Schmidt-Kraepelin, Manuel & Eynden, Sven & Basten, Dirk. (2015). Benefits of Augmented Reality in Educational Environments – A Systematic Literature Review.

Doswell, J. T., Blake, M. B., & Green, J. B. (2006, December 19). Mobile Augmented Reality System Architecture for Ubiquitous E-Learning. Fourth IEEE International Workshop on Wireless, Mobile and Ubiquitous Technology in Education (WMTE'06). USA: IEEE.

Kamarainen, A. M., Metcalf, S., Grotzer, T., Browne, A., Mazzuca, D., Tutwiler, A. S., et al. (2013). EcoMOBILE: Integrating augmented reality and probeware with environmental education field trips. Computers and Education, 68, 545-556.

Liu, T.â€Y. (2009). A contextâ€aware ubiquitous learning environment for language listening and speaking. Journal of Computer Assisted Learning, 25, 515–527.

Liu, T.-Y., Tan, T.-H., & Chu, Y.-L. (2009). Outdoor Natural Science Learning with an RFID-Supported Immersive Ubiquitous Learning Environment. Journal of Educational Technology & Society, 12(4), 161-175.

Milgram, P., & Kishino , F. (1994). A Taxonomy of Mixed Reality Visual Displays. IEICE TRANSACTIONS on Information and Systems, E77-D, 1321-1329.

Nurdiansyah, D. M. R., Asyid, S. A., & Parmawati, A. (2019). Using Color Coding To Improve Students'english Vocabulary Ability. Project (Professional Journal Of English Education), 2(3), 358-363.

Paul, D. (2003). Teaching English to Children in Asia. Hong Kong: Pearson Longman Asia Ltd.

Pinter, A. (2006). Teaching young language learners. Oxford: Oxford University Press.

Reilly, P. (2012). Understanding and Teaching Generation Y. English Teaching Forum, 50, 2-11.

Sadikin, I. S. (2012). Young Learners’ Vocabulary Improvement through Audiovisual by Using YouTube Videos. A Research Paper (Thesis). English Department of Indonesia University of Education (UPI) Bandung.

Santos, Marc Ericson & Lübke, Arno & Taketomi, Takafumi & Yamamoto, Goshiro & Rodrigo, Ma & Sandor, Christian & Kato, Hirokazu. (2016). Augmented reality as multimedia: The case for situated vocabulary learning. Research and Practice in Technology Enhanced Learning. 11. 1-23. 10.1186/s41039-016-0028-2.

Saffar, A. H., Al-Jafar, A. A., & Yousefi, Z. H. (2016). The Effectiveness of Using Augmented Reality Apps in Teaching the English Alphabet to Kindergarten Children: A Case Study in the State of Kuwait. EURASIA Journal of Mathematics Science and Technology Education, 13(2), 417-440.

Vate-U-Lan, P. (2012). An Augmented Reality 3D Pop-Up Book: The Development of a Multimedia Project for English Language Teaching. IEEE International Conference on Multimedia and Expo. Melbourne, VIC, Australia: IEEE.

Wang, H.-Y., Lin, T.-J., Tsai, C.-C., Duh, H. B.-L., & Liang, J.-C. (2012). An Investigation of Students’ Sequential Learning Behavioral Patterns in Mobile CSCL Learning Systems. IEEE 12th International Conference on Advanced Learning Technologies (pp. 53–57). Rome, Italy: IEEE.

Yuen, S. C.-Y., Yaoyuneyong, G., & Johnson, E. (2011). Augmented Reality: An Overview and Five Directions for AR in Education. Journal of Educational Technology Development and Exchange, 4(1), 119-140.

Downloads

Published

2020-03-16